Which isn't anything special as I am sure many of you know. It isn't hard to modify InterruptBar to add skills as you see fit. But what is unique about this is that I got annoyed with just how wide the bar was.

I had done a little looking and everyone said there was "no way" to deal with it. Being a stubborn CS guy I decided to look into the problem. Here are the results. Didn't take long just added a few lines.

The bar now auto-scales to having half on top and half on bottom in a two bar fashion as seen below

You can add or remove as many skills/abilities as you want and can continue to modify the abilities in the same manner as the original InteruptBar.

Never seen Prod's version before. Just came up with a small algorithm to do this. Then read through lua a little and modified what I had and what was already there to need less local variables and have the system do the counting for me instead of me as far as current ability was concerned.

I believe I did NS and E. Mastery based on a shaman but I'm not sure. I had Leechh tell me last night that it wasn't right for druids, but I was tired and didn't get a chance to look into it. It does see NS for both shammy's and druid's tho.

Prod's version of InterruptBar doesn't tackle the multiple rows problem. It is a workaround for the COMBAT_LOG_EVENT_UNFILTERED use, which is bugged the fuck out because Blizzard is cool like that. It allows the addon to not bug out even if a user is not using one of the various combat log fixes.

What I meant is, if you had started from Proditor's hacked version of InterruptBar and modded that, instead of from K's original one, then it would be perfect

0

"Who, after all, is today speaking of the destruction of the Armenians?"

I saw the post you made about the COMBAT_LOG_EVENT_UNFILTERED, can probably implement one of the fixes fairly easily, going to figure out a clean way of implementing it. But I have work to do now so I'll look into the issue later.

I saw the post you made about the COMBAT_LOG_EVENT_UNFILTERED, can probably implement one of the fixes fairly easily, going to figure out a clean way of implementing it. But I have work to do now so I'll look into the issue later.

Thanks for the advice on improving this though.

Stop using COMBAT_LOG_EVENT_UNFILTERED and start using UNIT_SPELLCAST_SUCCEEDED, fix'd!

Yes it works properly. It just doesn't work if the combat log isn't working in the current version, just like any other mod that is reliant on the combat log but doesn't have some method in fixing itself if the combat log breaks.

I'll look into that Prod thanks. Havn't done any programming in lua before so this is more for fun than anything.